Difference between revisions of "Guide to Munitions"
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{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}} | {{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}} | ||
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br> | As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br> | ||
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<span style="font-size:1.2em;">The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.</span> | <span style="font-size:1.2em;">The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.</span> | ||
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+ | [[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]] | ||
They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br> | They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br> | ||
Loading Naval Artillery goes like this: | Loading Naval Artillery goes like this: |
Revision as of 05:16, 24 February 2023
Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.
Operating the guns
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No smoking!
Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay. |
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.
Artillery Cannon (Deck Gun)
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant.
Superliminal Bluespace Artillery
Big Honking Space Gun, capable of not just annihilating your hearing, but also the enemy ship!
Flak cannons
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles.
Burst Phaser MK2
A coaxial laser system, capable of firing controlled laser bursts at a target.
Phase Cannon
An extremely powerful directed energy weapon which is capable of delivering a devastating beam attack.
Laser Anti Missile System
The Energy Weapon equivalent of a modified Autonomous Missile System
NT-ST049 'Sturm' coaxial railgun
A hybrid Railgun Weapon, capable of switching between firing Railgun Slugs and Deck Gun Shells.
Acquiring ammunition
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat you're fucked , communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.
PDC/Flak/Deck gun
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.
Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.
Torpedoes and Missiles
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!
These are the steps you need to construct a missile or torpedo:
- Get a casing, either made from metal or ordered from cargo.
- Add the propulsion system.
- Wrench the propulsion into place.
- Add the guidance system.
- Screwdriver the guidance system in place.
- Add the IFF card.
- Screwdriver the card in place.
- Add the warhead.
- Wrench the warhead in place.
- Wire it.
- Wrench once more.
- Weld it all together.
There are a total of six different types of torpedoes you can make. Each serves a different purpose.
- Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike.
- Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships.
- Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them.
- Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons.
- Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods.
- Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.
Unfortunately it's only possible to construct one type of missile right now.
- High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage.
Autonomous Missile Factory

So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles. The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want.
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.
You're ready
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.
More Dakka
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.
Disclaimer: You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.
With that out of the way, here is a tip if you want to arm your ship:
- Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.
- For this reason, giving the Munitions budget card to cargo is highly recommended.
Here is how you can construct ship weaponry:
PDC loading rack
Torpedo Tube
File:Torptube.png Torpedo Tube |
Requires to build | How to build | |
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How to deconstruct | |||
Tools |
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VLS launch tube
![]() VLS launch tube |
Requires to build | How to build | |
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How to deconstruct | |||
Tools |
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![]() ![]() Naval Artillery |
Requires to build | How to build | |
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Building the indoors, multitile part
Building the outdoors part
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How to deconstruct | |||
Tools |
The frame can be deconstructed this way:
The machines can be deconstructed this way:
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As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some weird people might find it fun.
*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.